Four classes are pure melee, and cannot cast any spells. There are three wisdom-based, and four intelligence-based casters. Five classes are hybrids, which rely on a combination of both spells and weapons.

Each class can also acquire specialized titles while advancing in levels, abilities, and epics. Many classes are able to solo effectively as well.

Please feel free to discuss the classes or any questions you may have in our General EverQuest Forum, as it sees considerably more traffic than our class discussion pages, you are liable to get a faster response there than in the class discussion pages. You may access the class discussion pages here.

Unique hybrid class. A musician and fighter who excels at supporting any type of party. Though they cast no spells, their songs emulate spells very well. Most songs are mana free, though there are a few that require mana, hence the mana pool. Great at preventing emergencies, and helpful for managing emergencies if they do happen. Run extremely fast, and is the only class that can cast non-instant abilities while running. May rely on rather unusual tactics if adventuring solo.

A raging fighter who deals the best melee burst damage, can momentarily stun foes, and is hindered little by enemy positioning or angle of attack. Can generate throwing axes for dealing with foes from a distance.

A spellcaster of death, and life-draining. Master of Fire, Disease, Poison and Magic. Has the best sustained spell damage, along with a strong undead pet, and endures emergencies well. One of the best soloing classes throughout the game.

Hybrid Cleric/Warrior. A holy knight who tanks well, stuns foes, and can heal allies or self more effectively than any other non-priest class, particularly in emergencies. Capable of dealing tremendous damage to the undead.

Hybrid Druid/Warrior. A forester who deals strong sustained damage from near or far and can provide limited healing in a pinch. Performs well in brief emergencies, but is more fragile overall than other warrior hybrids. An expert at tracking creatures, and at shooting a bow.

A conniving fighter who, if attacking from behind, deals the best sustained melee damage and has strong burst capability. Great at scouting and corpse recovery, using advanced stealth abilities to escape detection by foes. The only class that can prepare poisons. Needs the help of a mercenary to solo effectively.

Necromancer/warrior hybrid. An unholy knight with the best aggro control among the tank classes. Can assist with healing self by draining health from foes, and has a weak but useful undead pet. In an emergency, can use Harm Touch to devastate a single foe.

A priest of spirits who excels at weakening foes and empowering allies, particularly melee fighters. Also provides strong healing, has a decent pet, and deals decent damage with spells when no healing or support is currently needed. The only class that can make potions.

The fundamental tank. Mitigates incoming damage better than any other class and possesses strong aggro control and good melee damage output. Can act as a living shield for an ally during emergencies. Needs the help of a mercenary to solo effectively.